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Current climate for digital game-based learning of science in further and higher education
Author(s) -
Carla L Brown,
Mary Ann Comunale,
Brian Wigdahl,
Sandra Urdaneta-Hartmann
Publication year - 2018
Publication title -
fems microbiology letters
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.899
H-Index - 151
eISSN - 1574-6968
pISSN - 0378-1097
DOI - 10.1093/femsle/fny237
Subject(s) - game based learning , computer science , variety (cybernetics) , field (mathematics) , mobile device , multimedia , science learning , data science , science education , mathematics education , world wide web , psychology , artificial intelligence , pure mathematics , mathematics
Digital game-based learning (DGBL) is being used increasingly as an alternative learning tool to teach science in further and higher education. A variety of digital game formats currently exist for science learning, alongside diverse methods for their implementation and evaluation. This paper aims to provide a broad summary of the field by discussing the current platforms for DGBL and examples of games played on them. These include gamified simulations and traditional digital games delivered through personal computer and online software; mobile games delivered through downloaded applications for devices such as tablets and mobile phones; and educational modifications of commercial games, known amongst gamers as 'mods'. To conclude the summary, the paper discusses the current challenges and barriers associated with DGBL in further and higher science education, and potential strategies researchers may consider to overcome them.

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